com.unity.netcode.gameobjects@2.0.0-exp.4

The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/) and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html).

Additional documentation and release notes are available at [Multiplayer Documentation](https://docs-multiplayer.unity3d.com).

## [2.0.0-exp.4] - 2024-05-31

### Added

- Added `NetworkRigidbodyBase.AttachToFixedJoint` and `NetworkRigidbodyBase.DetachFromFixedJoint` to replace parenting for rigid bodies that have `NetworkRigidbodyBase.UseRigidBodyForMotion` enabled. (#2933)
- Added `NetworkBehaviour.OnNetworkPreSpawn` and `NetworkBehaviour.OnNetworkPostSpawn` methods that provide the ability to handle pre and post spawning actions during the `NetworkObject` spawn sequence. (#2912)
- Added a client-side only `NetworkBehaviour.OnNetworkSessionSynchronized` convenience method that is invoked on all `NetworkBehaviour`s after a newly joined client has finished synchronizing with the network session in progress. (#2912)
- Added `NetworkBehaviour.OnInSceneObjectsSpawned` convenience method that is invoked when all in-scene `NetworkObject`s have been spawned after a scene has been loaded or upon a host or server starting. (#2912)

### Fixed

- Fixed issue where non-authoritative rigid bodies with `NetworkRigidbodyBase.UseRigidBodyForMotion` enabled would constantly log errors about the renderTime being before `StartTimeConsumed`. (#2933)
- Fixed issue where in-scene placed NetworkObjects could be destroyed if a client disconnects early and/or before approval. (#2924)
- Fixed issue where a `NetworkObject` component's associated `NetworkBehaviour` components would not be detected if scene loading is disabled in the editor and the currently loaded scene has in-scene placed `NetworkObject`s. (#2912)
- Fixed issue where an in-scene placed `NetworkObject` with `NetworkTransform` that is also parented under a `GameObject` would not properly synchronize when the parent `GameObject` had a world space position other than 0,0,0. (#2898)

### Changed

- Change all the access modifiers of test class from Public to Internal (#2930)
- Changed messages are now sorted by enum values as opposed to ordinally sorting the messages by their type name. (#2929)
- Changed `NetworkClient.SessionModeTypes` to `NetworkClient.NetworkTopologyTypes`. (#2875)
- Changed `NetworkClient.SessionModeType` to `NetworkClient.NetworkTopologyType`. (#2875)
- Changed `NetworkConfig.SessionMode` to `NeworkConfig.NetworkTopology`. (#2875)
This commit is contained in:
Unity Technologies
2024-05-31 00:00:00 +00:00
parent 143a6cbd34
commit 63c7e4c78a
177 changed files with 1792 additions and 820 deletions

View File

@@ -9,7 +9,7 @@ using UnityEngine;
namespace Unity.Netcode.RuntimeTests
{
public class NetworkTransformBase : IntegrationTestWithApproximation
internal class NetworkTransformBase : IntegrationTestWithApproximation
{
// The number of iterations to change position, rotation, and scale for NetworkTransformMultipleChangesOverTime
@@ -731,7 +731,7 @@ namespace Unity.Netcode.RuntimeTests
/// <summary>
/// Helper component for all NetworkTransformTests
/// </summary>
public class NetworkTransformTestComponent : NetworkTransform
internal class NetworkTransformTestComponent : NetworkTransform
{
public bool ServerAuthority;
public bool ReadyToReceivePositionUpdate = false;
@@ -794,7 +794,7 @@ namespace Unity.Netcode.RuntimeTests
/// Helper component for NetworkTransform parenting tests when
/// a child is a parent of another child (i.e. "sub child")
/// </summary>
public class SubChildObjectComponent : ChildObjectComponent
internal class SubChildObjectComponent : ChildObjectComponent
{
protected override bool IsSubChild()
{
@@ -805,7 +805,7 @@ namespace Unity.Netcode.RuntimeTests
/// <summary>
/// Helper component for NetworkTransform parenting tests
/// </summary>
public class ChildObjectComponent : NetworkTransform
internal class ChildObjectComponent : NetworkTransform
{
public static int TestCount;
public static bool EnableChildLog;

View File

@@ -6,7 +6,7 @@ namespace Unity.Netcode.RuntimeTests
{
[TestFixture(HostOrServer.Host, Authority.OwnerAuthority)]
[TestFixture(HostOrServer.Host, Authority.ServerAuthority)]
public class NetworkTransformGeneral : NetworkTransformBase
internal class NetworkTransformGeneral : NetworkTransformBase
{
public NetworkTransformGeneral(HostOrServer testWithHost, Authority authority) :
base(testWithHost, authority, RotationCompression.None, Rotation.Euler, Precision.Full)
@@ -66,7 +66,7 @@ namespace Unity.Netcode.RuntimeTests
var halfThreshold = m_AuthoritativeTransform.RotAngleThreshold * 0.5001f;
// Apply the current state prior to getting reference rotations which assures we have
// applied the most current rotation deltas and that all bitset flags are updated
// applied the most current rotation deltas and that all bitset flags are updated
var results = m_AuthoritativeTransform.ApplyState();
TimeTravelAdvanceTick();

View File

@@ -12,7 +12,7 @@ namespace Unity.Netcode.RuntimeTests
[TestFixture(HostOrServer.DAHost, MotionModels.UseTransform)]
[TestFixture(HostOrServer.DAHost, MotionModels.UseRigidbody)]
[TestFixture(HostOrServer.Host, MotionModels.UseTransform)]
public class NetworkTransformOwnershipTests : IntegrationTestWithApproximation
internal class NetworkTransformOwnershipTests : IntegrationTestWithApproximation
{
public enum MotionModels
{
@@ -447,7 +447,7 @@ namespace Unity.Netcode.RuntimeTests
/// <summary>
/// NetworkTransformOwnershipTests helper behaviour
/// </summary>
public class VerifyObjectIsSpawnedOnClient : NetworkBehaviour
internal class VerifyObjectIsSpawnedOnClient : NetworkBehaviour
{
public static Dictionary<ulong, VerifyObjectIsSpawnedOnClient> NetworkManagerRelativeSpawnedObjects = new Dictionary<ulong, VerifyObjectIsSpawnedOnClient>();
@@ -512,7 +512,7 @@ namespace Unity.Netcode.RuntimeTests
/// This will have to be used to verify the ownership authority
/// </summary>
[DisallowMultipleComponent]
public class TestClientNetworkTransform : NetworkTransform
internal class TestClientNetworkTransform : NetworkTransform
{
//public override void OnNetworkSpawn()
//{

View File

@@ -26,7 +26,7 @@ namespace Unity.Netcode.RuntimeTests
[TestFixture(HostOrServer.Host, Authority.ServerAuthority, RotationCompression.None, Rotation.Quaternion, Precision.Half)]
[TestFixture(HostOrServer.Host, Authority.ServerAuthority, RotationCompression.QuaternionCompress, Rotation.Quaternion, Precision.Full)]
[TestFixture(HostOrServer.Host, Authority.ServerAuthority, RotationCompression.QuaternionCompress, Rotation.Quaternion, Precision.Half)]
public class NetworkTransformPacketLossTests : NetworkTransformBase
internal class NetworkTransformPacketLossTests : NetworkTransformBase
{
private const int k_Latency = 50;
private const int k_PacketLoss = 2;
@@ -490,7 +490,7 @@ namespace Unity.Netcode.RuntimeTests
// Match the first position update
if (Approximately(m_RandomPosition, networkTransformState.GetPosition()))
{
// Teleport to the m_RandomPosition plus the
// Teleport to the m_RandomPosition plus the
m_AuthoritativeTransform.SetState(m_TeleportOffset + m_RandomPosition, null, null, false);
m_AuthoritativeTransform.AuthorityPushedTransformState -= OnAuthorityPushedTransformState;
m_Teleported = true;

View File

@@ -15,7 +15,7 @@ namespace Unity.Netcode.RuntimeTests
[TestFixture(TransformSpace.World, Precision.Half, Rotation.Quaternion)]
[TestFixture(TransformSpace.Local, Precision.Full, Rotation.Quaternion)]
[TestFixture(TransformSpace.Local, Precision.Half, Rotation.Quaternion)]
public class NetworkTransformStateTests
internal class NetworkTransformStateTests
{
public enum SyncAxis
{

View File

@@ -33,7 +33,7 @@ namespace Unity.Netcode.RuntimeTests
[TestFixture(HostOrServer.Host, Authority.OwnerAuthority, RotationCompression.QuaternionCompress, Rotation.Quaternion, Precision.Full)]
[TestFixture(HostOrServer.Host, Authority.OwnerAuthority, RotationCompression.QuaternionCompress, Rotation.Quaternion, Precision.Half)]
#endif
public class NetworkTransformTests : NetworkTransformBase
internal class NetworkTransformTests : NetworkTransformBase
{
protected const int k_TickRate = 60;
/// <summary>
@@ -311,7 +311,7 @@ namespace Unity.Netcode.RuntimeTests
Assert.True(WaitForConditionOrTimeOutWithTimeTravel(() => m_AuthoritativeTransform.StatePushed && m_NonAuthoritativeTransform.StateUpdated), $"[Non-Interpolate {i}] Timed out waiting for state to be pushed ({m_AuthoritativeTransform.StatePushed}) or state to be updated ({m_NonAuthoritativeTransform.StateUpdated})!");
// For 3 axis, we will skip validating that the non-authority interpolates to its target point at least once.
// This will validate that non-authoritative updates are maintaining their target state axis values if only 2
// This will validate that non-authoritative updates are maintaining their target state axis values if only 2
// of the axis are being updated to assure interpolation maintains the targeted axial value per axis.
// For 2 and 1 axis tests we always validate per delta update
if (m_AxisExcluded || axisCount < 3)